[IonutCava]- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.— Each render pass holds its own buffers- Improvements / fixes to the CSM code- Added a global toggle to enable/disable custom memory allocators

[Ionut]- Use UNIT0 and UNIT1 during depth pass for transparency texture to reduce texture binds between calls- Allow different VAOs with different attributes per render stage per glVertexArray instance- Initial work on multiple glVertexArray instances per single VBO (attempt to get VBOs to the 4MB mark) - Currently crashes the build- Fix a bug on exit if background tasks depended on scene elements. Wait for the main threadpool to clear before destroying the scene.- Use a different node buffer per rendering stage to avoid waiting too much on fence syncs